| Post/Author/DateTime | Post |
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| #1sickseelah1Jun 23, 2008 2:23:45 | My party consists of 3 people including myself, all at level 6
We're a rogue (ranged sneak attacker) , warblade (defensive fighter) , and druid(summoner, this is me).
Our quest is to kill a hydra, I believe it to be the 9 headed one based on information we've gathered around town.
I know hydras have weak saves versus Will but I looked through the spell compendium and PH and even looked through the Druid Handbook on the site and I can't seem to find any spells between 1-3 that have any Will save related spells.
Failing that, any tips on taking on the hydra would be welcome, all books are open for usage including dragon magazine when it comes to spells.
A side not of a question I had was something I saw in the Druid Handbook, and it stated "Hippogriffs can speak Common", I looked at the Monster's Manual and I can't seem to see anywhere that suggests Hippogriffs speak common, do you guys know where it says or suggests that? |
| #2deathmondJun 23, 2008 3:10:14 | Check Ray of Stupidity. I'm not quite sue on the level, but I know it's near there. Also, if it's not a cryohydra, Shivering Touch from Frostburn should end the battle in a couple rounds barring bad rolls. |
| #3heliomanceJun 23, 2008 6:53:11 | That's probably because Frostburn is reasonably broken. Have you seen the Frostfell spell? That really should be epic. |
| #4hogarthJun 23, 2008 8:24:10 | 1) Lure it into a dead end.
2) Use Stone Shape to block its escape.
3) Suffocate it with smoke.
EDIT: Actually, according to D&D rules choking on smoke or slowly suffocating only does 1d6 nonlethal damage per round so it's impossible for a hydra to slowly suffocate. So maybe you have to use starvation instead; that damage can't be healed. ;) |
| #5blargney_the_secondJun 23, 2008 13:06:38 | If you're planning on trying to kill it in melee, find a way to get cover or total concealment. It'll increase your defence and, more importantly, blocks AoOs. If you can't get cover, get the druid to summon some creatures to soak up AoOs.
I find hydras don't tend to have all that many hps - just grind through them as quickly as you can and the fast healing simply doesn't matter. |
| #6sickseelah1Jun 23, 2008 13:37:53 | Check Ray of Stupidity. I'm not quite sue on the level, but I know it's near there. Also, if it's not a cryohydra, Shivering Touch from Frostburn should end the battle in a couple rounds barring bad rolls.
I think the spells you've listed are wizard spells, unfortunately we don't have one in our small party of 3. I'm the only caster in our group as a druid. |
| #7bauglirJun 23, 2008 14:57:11 | Can the rogue UMD? |
| #8sickseelah1Jun 23, 2008 18:15:00 | Can the rogue UMD?
Unfortunately, no |
| #9tashalarJun 24, 2008 6:47:10 | Are you going to seek out the hydra in its swamp? If so, I'd suggest luring it somewhere where the ground is firm enough to fight it efficiently.
Cast buffs on the rogue and warblade.
Summon Nature's ally for many, many wolves.
Let the hydra come to you, then order the wolves in to trigger its AoOs. Delay your other action though. Then the rogue and warblade and your animal companion move in and attack the hydra - hopefully flanking with the wolves. Finally cast snake's swiftness, mass to grant all your allies in a 20' burst another melee attack.
Let's say you cast summon nature's ally III twice - that means you'll have 7 wolves (average). You'll lose two to the AoOs from the hydra - the other five can attack twice (once on their turn and once for snake's swiftness). That's 10 attacks from the wolves alone.
With augment summoning they have a 35% chance to hit, that's 3-4 hits and approx. 23 damage. Plus, they've got a tiny chance to trip the hydra. ;)
Your buffed rogue (should get a cat's grace to make sure he hits), buffed warblade and animal companion will have to do the rest. They might not succeed on the first round, but you can cast snake's swiftness, mass again on your next round, hm?
Another, rather crazy idea to get this going is to do the above, but then running past the creature, triggering an AoO after having cast thornskin (SC) - that way it takes 5 damage for each attack that hits. Maybe cast bear's endurance before that, heh. The others can then move in to finish it and you can continue to cast (snake's swiftness, mass) from a distance.
Another idea for summons would be to cast Summon Nature's Ally III twice for 2 - each attack that hits (and the hydra will have to hit 2-3 times to kill each), the attacker takes 2d6 fire damage (the hydra touches the thoqqua and therefore has to suffer). That's approx. 10d6 fire damage then and there. Another SNA III for some wolves and the rest... well, as the above. ;) |
| #10sickseelah1Jun 24, 2008 8:36:23 | Are you going to seek out the hydra in its swamp? If so, I'd suggest luring it somewhere where the ground is firm enough to fight it efficiently.
Cast buffs on the rogue and warblade.
Summon Nature's ally for many, many wolves.
Let the hydra come to you, then order the wolves in to trigger its AoOs. Delay your other action though. Then the rogue and warblade and your animal companion move in and attack the hydra - hopefully flanking with the wolves. Finally cast snake's swiftness, mass to grant all your allies in a 20' burst another melee attack.
Let's say you cast summon nature's ally III twice - that means you'll have 7 wolves (average). You'll lose two to the AoOs from the hydra - the other five can attack twice (once on their turn and once for snake's swiftness). That's 10 attacks from the wolves alone.
With augment summoning they have a 35% chance to hit, that's 3-4 hits and approx. 23 damage. Plus, they've got a tiny chance to trip the hydra. ;)
Your buffed rogue (should get a cat's grace to make sure he hits), buffed warblade and animal companion will have to do the rest. They might not succeed on the first round, but you can cast snake's swiftness, mass again on your next round, hm?
Another, rather crazy idea to get this going is to do the above, but then running past the creature, triggering an AoO after having cast thornskin (SC) - that way it takes 5 damage for each attack that hits. Maybe cast bear's endurance before that, heh. The others can then move in to finish it and you can continue to cast (snake's swiftness, mass) from a distance.
Another idea for summons would be to cast Summon Nature's Ally III twice for 2 - each attack that hits (and the hydra will have to hit 2-3 times to kill each), the attacker takes 2d6 fire damage (the hydra touches the thoqqua and therefore has to suffer). That's approx. 10d6 fire damage then and there. Another SNA III for some wolves and the rest... well, as the above. ;)
Thanks a lot, I think this strategy might just work out. |
| #11tashalarJun 24, 2008 8:46:21 | Just out of curiosity - what kind of build does your summoner have? Race and feats especially?  |
| #12sickseelah1Jun 24, 2008 8:58:40 | Just out of curiosity - what kind of build does your summoner have? Race and feats especially? 
Feats with flaws include:
Spell Focus Conjuration
Augment Summoning
Ashbound
Beckon the Frozen
Natural Spell
Race: Human
Wisdom score of 21 with items right now.
I've been using wolves and hippogriffs a lot, haven't really had to use my SNA III yet, but I'm assuming I'm going to have to use it for our next fight. |
| #13tashalarJun 25, 2008 6:54:00 | Wow, Ashbound Summoning is plain awesome. Most characters won't be allowed to take such a feat, so be happy that you are! 
This means that your wolves will deal 1d6 damage more due to beckon the frozen and will have a higher chance of hitting the hydra due to the +3 to attack.
I don't see how the hydra will be any problem, honestly. That is... if your DM lets you lure it out of swampy areas where it can retreat and heal again and where movement for you and summons is restricted. |
| #14heliomanceJun 25, 2008 11:05:48 | One strategy some guys I know tried - cast stonewall.Cast stoneshape to make a hole in it. Make sure only one head can fit through the hole. When the hydra sticks its head through the hole, sunder it. Rinse and repeat until it stops regrowing heads. |
| #15discostanJun 25, 2008 16:46:10 | Wall of Stone is a 6th level druid spell, so it won't work. Good idea though.
Hydras tend to have weak reflex and will saves. Entangle is probably a good idea, since it'll keep it down to 10 ft movement per round, letting you easily outmaneuver it unless you're fighting on difficult terrain. Spike Growth is another option for reducing its mobility (probably a better one too, since it's harder to save against). For cauterizing the hydra's heads, Produce Flame is excellent: it'll do just enough fire damage to meet the 5 minimum, and you can call one every round; good to support your warblade if he's sundering (preferably with a reach weapon). |
| #16sickseelah1Jun 25, 2008 17:25:02 | Wow, Ashbound Summoning is plain awesome. Most characters won't be allowed to take such a feat, so be happy that you are! 
This means that your wolves will deal 1d6 damage more due to beckon the frozen and will have a higher chance of hitting the hydra due to the +3 to attack.
I don't see how the hydra will be any problem, honestly. That is... if your DM lets you lure it out of swampy areas where it can retreat and heal again and where movement for you and summons is restricted.
The problem I have is that a lot of the summons I have are very weak when it comes to AC, and their hp just doesn't match up at all to the amount of damage the hydra can dish out.
With all my feats, the wolves have about a 50% chance of hitting if i place them well enough to aid. So if i'm lucky enough to get 5 wolves on my SNA 3 i get 2d6+3 damage potentially on each one. If i'm lucky i'll get 3 to hit per round so that's 6d6+9. The average of that is roughly 30.
The hydra can kill my wolves in 2 hits and will hit on anything barring a 1. With 9 attacks that means i'm most likely going to lose 4 wolves in a single round. Add in the fact that he regains 20hp per round is just insane. That means i'd do roughly 10 damage per round on him, and i can only do SNA 3, 3 times (and hope to get lucky with the max summons) to effectively combat the guy. That's why I'm having as big a problem as I am now. |
| #17sickseelah1Jun 25, 2008 17:32:32 | Wall of Stone is a 6th level druid spell, so it won't work. Good idea though.
Hydras tend to have weak reflex and will saves. Entangle is probably a good idea, since it'll keep it down to 10 ft movement per round, letting you easily outmaneuver it unless you're fighting on difficult terrain. Spike Growth is another option for reducing its mobility (probably a better one too, since it's harder to save against). For cauterizing the hydra's heads, Produce Flame is excellent: it'll do just enough fire damage to meet the 5 minimum, and you can call one every round; good to support your warblade if he's sundering (preferably with a reach weapon).
Yeah I was thinking about reducing its mobility too, but what really scares me about the hydra is his insanely high regeneration rate, at 20 hp per round he can easily regain all his health if even one of us miss. That's why I'm looking for some kinda save vs boned spell for the druid, or some kinda strategy to somehow lessen the number of attacks he might have. (or stop his fast healing) |
| #18EndarireJun 25, 2008 20:11:02 | Can you throw marbles, nonmagical grease, or something to trip the hydra, especially from a distance? |
| #19EndarireJun 25, 2008 20:39:11 | Can you throw marbles, nonmagical grease, or something to trip the hydra, especially from a distance? |
| #20discostanJun 25, 2008 22:12:21 | Use Contagion on a kamikaze animal (trained, if necessary), have it wander into the hydra's marsh/lair; Blinding Sickness is spread through contaminated water. Even if the hydra doesn't eat the animal, the dead pet should spread the disease into the water, and the hydra should eventually get hit with the blindness effect. 9 heads aren't as scary if they can't see anything. At the very least, it'll force the hydra to leave its natural environment. Just be careful of the hydra's scent ability afterward. |
| #21natenateJun 26, 2008 3:48:40 | +1 Spell Storing Arrows cost 8,305 gp 5 sp per 50, or 166 gp 5 cp apiece. Standard cost for NPC spellcasting is spell level x caster level x 10 gp, or 150 gp for Shivering Touch at caster level 5. For 316 gp 5 cp you can get a +1 Spell Storing Arrow containing a Shivering Touch. If you can, buy at least two in case you miss. |